All the crappy PS2 shooters (or we hate R-Type Final thread)

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
Post Reply
User avatar
Icarus
Posts: 7321
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Post by Icarus »

Rob wrote:Marking Progear as the end of their peak is more than a little odd (Cave says "failed experiment," and I agree with them). DOJ, their basic formula perfected enough to where it's enjoyable to ignore the bad scoring system. Ketsui. I've never played it, but helicopters - for that alone it's better than Progear.
Tsk.

Daioujou - rehash of DDP with added Hypers
Ketsui - generic military setting with a cross between DP burst chaining and Esprade item-based multipliers
Espgaluda - combination of Guwange enemy-based bullet nulling and Esprade, with ON/OFF system switch
Mushi - bugs. whohooo. with added piano playing similar to coin-milking in Guwange, only more convoluted.
Ibara - nice game, tries too hard to be Garegga. also suffers from many Caveisms.
Pink Sweets - haven't played yet, but looks like Recca. also nothing like anything Cave have put out (and is probably hated for it).
Espgaluda 2 - Espgaluda with added jazz.
Mushi Futari - more bugs, mixed with Espgaluda. someone called it Mushiluda I believe. the up-down jewel system reminds me of something. oh yeah! Ketsui's multipliers.

Cave later games are nice, but heck, Cave were at the most creative with the four games before Daioujou. Characters, settings, system design, controls. Guwange was their most inventive in terms of graphics and system, and probably their best. You won't see giant cat spiders, demonic shrines and demon babies in the latest batch of Cave; they're quite happy churning out big bugs, big tanks and big aircraft now.

Progear might have been an experiment, but at least it was an attempt at something new. I doubt Cave would be willing to try a new concept like Progear was, they're too busy lining pockets, pleasing investors and cranking out sequels.

Oh, Joker Jun. Where art thou?

</offtopic>
Image
User avatar
Rob
Posts: 8080
Joined: Wed Jan 26, 2005 12:58 am

Post by Rob »

Icarus wrote: Daioujou - rehash of DDP with added Hypers
And the best patterns Cave ever made. The boss patterns especially.
Last edited by Rob on Wed Oct 11, 2006 10:23 pm, edited 1 time in total.
User avatar
Strider77
Posts: 4740
Joined: Thu Jul 27, 2006 7:01 am

Post by Strider77 »

Cave says "failed experiment," and I agree with them
I don't see how it failed and thought it was very playable, more than playable I thought it was great.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
User avatar
Rob
Posts: 8080
Joined: Wed Jan 26, 2005 12:58 am

Post by Rob »

Cave said it, it must be true. Side-scrolling Cave-style bullet fluff hell doesn't work. I thought it was way too awkward, to say nothing of the scoring system.
User avatar
Icarus
Posts: 7321
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Post by Icarus »

Progear as a sidescrolling deviation on Cave's formula is a far better, more accomplished game than Sengoku Blade was to Psikyo's formula.
Image
User avatar
Rob
Posts: 8080
Joined: Wed Jan 26, 2005 12:58 am

Post by Rob »

Icarus wrote:Progear as a sidescrolling deviation on Cave's formula is a far better, more accomplished game than Sengoku Blade was to Psikyo's formula.
Sol Divide is more comparable to Progear.
User avatar
Icarus
Posts: 7321
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Post by Icarus »

LOL! I forgot about Sol Divide.
Another good reason why Psikyo can't design games for spit. ^_-
Image
User avatar
mulletgeezer
Posts: 409
Joined: Sat Sep 03, 2005 4:02 pm
Location: nottingham, england

Post by mulletgeezer »

Rob wrote:
Icarus wrote: Daioujou - rehash of DDP with added Hypers
And the best patterns Cave ever made. The boss patterns especially.
I think Ketsui has much better patterns - those weird wobbly bullet patterns that change direction, and the mad patterns on the 4th boss that chase you around the edge of the screen? That's truly awesome patternage.

I think Progear and Guwange have maybe the best 2 scoring systems ever in shmups and the more recent cave games just don't compare. The thing about the bullet cancelling via enemy destruction method of scoring is that it really gives the player opportunities for creative play, thinking about the patterns and trying to work out a better way to play, survive and score maximally and playing well is very satisfying. For this reason i play these games without watching superplay videos too much as i find it more fun to work them out myself rather than copying a routine (unlike DDP where i mostly just read BERs guides and tried to follow the instructions), though i may have to change my policy on this if either of these games is chosen for cave week.
Image
User avatar
Strider77
Posts: 4740
Joined: Thu Jul 27, 2006 7:01 am

Post by Strider77 »

Side-scrolling Cave-style bullet fluff hell doesn't work. I thought it was way too awkward, to say nothing of the scoring system.
I've heard that said about side scrollers before but never understood it, I never had that problem. I don't see what the difference is. It's a bunch of bullets and a hit box, just on it's side. What would make that not work?
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
User avatar
BulletMagnet
Posts: 14423
Joined: Wed Jan 26, 2005 4:05 am
Location: Wherever.
Contact:

Post by BulletMagnet »

Icky wrote:Ibara - nice game, tries too hard to be Garegga. also suffers from many Caveisms.
"Cave-isms?" Like what, visible bullets? :P I also can't help but find it interesting how Cave's always grilled for "doing the same thing over and over," and when it comes out with something completely unlike its usual output, it's lambasted for "trying too hard to be someone else's game." Never mind that the same guy (especially popular to most of Cave's regular detractors, mind you) made both games...I don't know, it seems to me that for some around here no matter what Cave does it's still not acceptable.
Progear might have been an experiment, but at least it was an attempt at something new.
Experimenting is all well and good, but at this point in the history of shmup development how many ideas, in some form or another, haven't been tried yet? To narrow it down even further, how many GOOD and original ideas are left out there? More to the point, how much of a risk of this sort can a shmup developer take in today's market in the first place? The fact that most of the other major shmup developers have gone under ought to tell you something...and something tells me it told Cave something too. I don't think whatever trends have arisen in their products is the result of a lack of motivation as much as it is of circumstances.
Strider77 wrote:I've heard that said about side scrollers before but never understood it, I never had that problem. I don't see what the difference is. It's a bunch of bullets and a hit box, just on it's side. What would make that not work?
The perspective wasn't much of an issue for me either, but the stuff coming from the sides and back with zero warning (which didn't often happen in Cave's verts, for whatever reason) was. Why is it that most horizontal shooters just need to toss cheap kills like that at you?
User avatar
Icarus
Posts: 7321
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Post by Icarus »

BulletMagnet wrote:"Cave-isms?" Like what, visible bullets? :P
Caveisms: like enemies invincible within particular sections of the screen (top eighth of the screen being the most prominent, along with a ship width each side of the screen). Affects milking of Kasumi's missiles, as well as simple destruction of enemies.

I'm not complaining about it (much), as its an expected function when appliedd to Cave-based chaining games like the Pachis, but when applied to a Raizing styled game, it makes just destruction of enemies a whole lot harder than necessary.
Image
User avatar
BulletMagnet
Posts: 14423
Joined: Wed Jan 26, 2005 4:05 am
Location: Wherever.
Contact:

Post by BulletMagnet »

If you want the gospel truth I honestly never even noticed that...then again I'm not as mindful of minutiae like that in general, when it comes to shmups anyways, since I never get to the level of play where it becomes much of a factor. I'll have to keep my eyes open for it, though, just for my own interest.
User avatar
Twiddle
Posts: 5012
Joined: Sat Feb 18, 2006 11:28 pm
Contact:

Post by Twiddle »

BulletMagnet wrote:If you want the gospel truth I honestly never even noticed that...then again I'm not as mindful of minutiae like that in general, when it comes to shmups anyways, since I never get to the level of play where it becomes much of a factor.
learn 2 play (more)
so long and tanks for all the spacefish
unban shw
<Megalixir> now that i know garegga is faggot central i can disregard it entirely
<Megalixir> i'm stuck in a hobby with gays
User avatar
Icarus
Posts: 7321
Joined: Mon Jan 31, 2005 2:55 am
Location: England

Post by Icarus »

BulletMagnet wrote:If you want the gospel truth I honestly never even noticed that...then again I'm not as mindful of minutiae like that in general, when it comes to shmups anyways, since I never get to the level of play where it becomes much of a factor. I'll have to keep my eyes open for it, though, just for my own interest.
Its something Ibara players have known for ages.
http://shmups.system11.org/viewtopic.ph ... 709#179709
Image
User avatar
Neon
Posts: 3529
Joined: Tue Jan 25, 2005 10:31 pm

Post by Neon »

Boo, Cave bullets. Invisible hitbox on bullets and ships
User avatar
Strider77
Posts: 4740
Joined: Thu Jul 27, 2006 7:01 am

Post by Strider77 »

but the stuff coming from the sides and back
LOL.... I actually was kinda amused the 1st time i saw em' wash by then suck back past me in reverse.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
User avatar
BulletMagnet
Posts: 14423
Joined: Wed Jan 26, 2005 4:05 am
Location: Wherever.
Contact:

Post by BulletMagnet »

Twiddle wrote:learn 2 play (more)
NEVER! You sully the *koff* good name of Team Loser! :P
User avatar
Twiddle
Posts: 5012
Joined: Sat Feb 18, 2006 11:28 pm
Contact:

Post by Twiddle »

It'll be even more sullied once I ALL the 2-loop RF and stop doing these facial expressions:

Image
when i die on any one of the first five stages of RF

Image
when my credit ends on the second loop
so long and tanks for all the spacefish
unban shw
<Megalixir> now that i know garegga is faggot central i can disregard it entirely
<Megalixir> i'm stuck in a hobby with gays
User avatar
BulletMagnet
Posts: 14423
Joined: Wed Jan 26, 2005 4:05 am
Location: Wherever.
Contact:

Post by BulletMagnet »

Heh, I'll have to save those for our insignia next year, in case Mr. Coyote wants a vacation.
Post Reply